(February 21st, 2013, 20:13)SevenSpirits Wrote: Personally I would favor a simple pick in reverse turn order over four rounds:
4 3 2 1 4 3 2 1 4 3 2 1 4 3 2 1
With no Music artist to go for from t1, turn order isn't that important. IMO the 2nd pick should be normal order, but I'm fine with the rest of it.
Agree with bans on the big 4.
Yeah, 4 3 2 1 1 2 3 4 4 3 2 1 1 2 3 4 seems a better route to me as well.
I propose (and I think I am seconding WK) 4321 1234 4321 4321. The turn order still matters for trade routes, for example.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
I think trade routes are normal in pitboss.
4321123443211234 Seems more fair therefore (there's still bias for better picks in turn order if 4 goes first).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(February 21st, 2013, 21:18)Qgqqqqq Wrote: I think trade routes are normal in pitboss.
That's not true (not even for simultaneous PB!).
If we decide on AW, I wouldn't mind the snake pick like StM wrote, although I don't like that teams 1 and 4 get back-to-back picks and the others don't. However, if we are just doing AI diplo, then the trade route bug is a big deal and IMO not even 4321 x4 is enough to counterbalance all the advantages of being first in turn order.
Hey, Seven, if you don't have a teammate already in order, I could team up with you, if you don't mind. It'd be nice to have a chance at winning a game for once.
No problem if you have another teammate ready or don't want to team up with me. If that's the case, feel free to drop my signup, because there's not room left for another team, as far as I can tell.
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